using System.Collections;
using System.Collections.Generic;
using UnityEngine;

//Effect Config Item
[System.Serializable]
public class EffectConfigItem
{
    public string name;
    public string path;
    public float delay;
    public float scale;
    public float rotation;
    public int id;
    public float duration;
    public string BindPoint;
}

[CreateAssetMenu(fileName = "EffectConfig", menuName = "Config/EffectConfig", order = 1)]
public class EffectConfig : ScriptableObject
{
    public List<EffectConfigItem> items = new List<EffectConfigItem>();
}